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  4. [CS:GO] Exotic Places Mapping Contest

Submerged

  • DeadKnife
  • June 24, 2019 at 12:40 AM
  • JorisCeoen
    • November 16, 2019 at 10:01 AM
    • #61
    Quote from JonyDrake

    On 11/14/2019 at 4:27 AM, JonyDrake said: Tar radar broke a little on my side, but here are some of the layout changes.

    I've had this exact same issue as of late. I don't know what the fix for it is. Going back to the old radar is a big no-no for me. Hopefully I'll be able to get to the bottom of the issue. For me too, all of a sudden (without ever really changing major stuff in the scene or even changing the entity for that matter) the whole layout is offset and out of bounds. ?

  • H1PP0P0T4MU5
    • November 16, 2019 at 12:44 PM
    • #62
    Quote from JorisCeoen

    2 hours ago, JorisCeoen said: I've had this exact same issue as of late. I don't know what the fix for it is. Going back to the old radar is a big no-no for me. Hopefully I'll be able to get to the bottom of the issue. For me too, all of a sudden (without ever really changing major stuff in the scene or even changing the entity for that matter) the whole layout is offset and out of bounds. ?

    Change the antialiasing in tar_config to none.

  • Karthoum
    • November 17, 2019 at 12:23 AM
    • #63
    Quote from JorisCeoen

    14 hours ago, JorisCeoen said: I've had this exact same issue as of late. I don't know what the fix for it is. Going back to the old radar is a big no-no for me. Hopefully I'll be able to get to the bottom of the issue. For me too, all of a sudden (without ever really changing major stuff in the scene or even changing the entity for that matter) the whole layout is offset and out of bounds. ?

    I went back to old radar to overlay the new one/copy the old radar values onto new one.

  • Mildly Anxious
    • November 19, 2019 at 1:47 AM
    • #64

    TY guys, It worked

    Also, here are some updates 1- Radar Update. 2- Some detailing on the now called B main.

    Spoiler [Blocked Image: https://media.discordapp.net/attachments/590628175554281505/646144698812989450/de_submerged_radar.png?width=559&height=559]

    Spoiler [Blocked Image: https://cdn.discordapp.com/attachments/590628175554281505/646139005305487370/20191118200417_1.jpg]

  • DeadKnife
    • November 19, 2019 at 4:44 AM
    • #65

    Bit of an improvement with a brighter submarine, and a hatch.

    Spoiler

  • Mildly Anxious
    • November 19, 2019 at 10:08 PM
    • #66

    We're slowly but surely starting to detail the map -T spawn detailing WIP

    Spoiler

  • Mildly Anxious
    • November 20, 2019 at 3:54 PM
    • #67

    This is T spawn, terrorist start on the gates of the underwater/underground facility "Ethos".

  • Mildly Anxious
    • November 21, 2019 at 2:42 PM
    • #68

    This may be asking too much, but if anyone is intrested in helping us with detailing the map (Mostly modelling), it would be appreciated. This theme is really interesting, yet really hard to pull off, so we'll need some help to finish the map as we picture it in our minds for the contest deadline.

  • H1PP0P0T4MU5
    • November 21, 2019 at 3:40 PM
    • #69
    Quote from JonyDrake

    57 minutes ago, JonyDrake said: This may be asking too much, but if anyone is intrested in helping us with detailing the map (Mostly modelling), it would be appreciated. This theme is really interesting, yet really hard to pull off, so we'll need some help to finish the map as we picture it in our minds for the contest deadline.

    I could try helping, as it seems that i wont be finishing any of my entries to the competition. However i can't promise anything too good (i could try modelling something, might not turn out good tho).

  • Mildly Anxious
    • November 23, 2019 at 8:13 PM
    • #70

    RadarUpdate

  • Twinnie
    • November 23, 2019 at 8:41 PM
    • #71

    layout looks nice!

  • Mildly Anxious
    • November 26, 2019 at 11:32 PM
    • #72

    De_Submerged is now submerged.

  • Mildly Anxious
    • December 5, 2019 at 1:09 AM
    • #73

    Had a few playtests, the map is just OK, and we could technically go with that for detailing, but we're gonna try to make it as good as possible when it comes to layout. Again, if someone is willing to help us with the detailing, it would be appreciated.

  • ynel
    • December 6, 2019 at 6:52 PM
    • #74

    What do you mean exactly by "detailing"? @JonyDrake

  • Mildly Anxious
    • December 7, 2019 at 2:19 AM
    • #75

    Texturing and modelling. Modelling especially, because we have 3 people including me working on this map at the moment, but none of us model that well.

  • Mildly Anxious
    • December 11, 2019 at 12:28 AM
    • #76

    Optimizing :pog:

  • Mildly Anxious
    • December 11, 2019 at 10:39 PM
    • #77

    Sorry for the Low res image, but here you have some detailing:

    Spoiler [Blocked Image: https://media.discordapp.net/attachments/590616329921364069/654449968589045762/de_submerged_crunchmode_50000.jpg?width=873&height=492]

    Spoiler

  • Mildly Anxious
    • December 16, 2019 at 3:49 AM
    • #78

    A bit of progress on T spawn


    Spoiler


    Spoiler

  • Mildly Anxious
    • January 13, 2020 at 9:16 PM
    • #79

    Submerged is not OVER, we're probably not going to make it to the end of the contest in time, but we'll do our best. Some progress we've done.

    Spoiler [Blocked Image: https://media.discordapp.net/attachments/601864216588058624/666053665336852480/unknown.png?width=841&height=474]

    Spoiler

    (doesn't have any textures yet, it's there to test proportions)

    Spoiler [Blocked Image: https://cdn.discordapp.com/attachments/601864216588058624/666446844208873484/2020.01.13-16.54.png]

  • ynel
    • January 16, 2020 at 5:39 AM
    • #80

    It looks insane, but for some reason, those perfectly symmetrical cabels just hurt my eyes. But other than that... Good job!

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